New system to convert objects placed by mappers so they can be used as functional game objects. This covers items like barricades, campfires, rain barrels, traps, composters, crops etc.

New functionalities for the PZ sound system. Formerly modders couldn't override sounds in PZ FMOD soundbanks, so when players find certain sounds are too loud or annoying (heartbeat, zombie alert, flies, level up noise etc) it was hard to raise/lower them independently. Details about all the game sounds now go into media/scripts/sounds.txt. A new in-game UI allows users change the volume of any sound they feel is too oppressive.

Winter is Coming game mode now works with new climate system. Seasons still impact on this mode - 'Summer' highest temperature is 0 degrees centigrade, and winters may drop to -30. After 3 full days a powerful weather period is generated, that will always feature a blizzard.

New MP Admin UI added: an Items list viewer in the admin panel. It can be used to quickly search through, and spawn, items.

New C++ version of ZombiePopulationManager. This system is what governs the placement and movement of zombies when they’re not directly on your screen, and this updated version should be an optimization for SP and MP – hopefully helping out lower spec machines and busy servers.

Reflective windows on vehicles

Skybox generation for vehicle reflective windows. This takes into account: the time of day, the Global illumination color, fog, cloudiness, precipitation intensity, wind direction, wind speed and the temperature of the ambient air (as in winter the clouds are lower than the ground)

Added 'sway' wind sprite effects for trees and vegetation that increases/decreases with wind speeds(default on, can be toggled off in options)

Added 'shake' sprite effects for hits on doors, chops on trees and zeds/players walking through vegetation.

Added new Spiffo survival guide entries about weather.

Added new clothes: Long shorts, Jacket, Padded Pants, Padded Jacket

Thunder sound now plays to all players when an admin bans a player banned, a thunder rumble is heard when one is kicked.

Game now saves the last five console logs in a /logs/ zip so users can easily upload errors even after they've restarted a game

Added more checks to online usernames. They now must be three characters long, and not contain any of the following character: ; . ' ? \

Added new server option AllowNonAsciiUsername (default false). This can be set to true to allow the use of non-ascii characters in the username, such as the Cyrillic alphabet etc..)

Game now checks username in lowercase when accessing the database. So if your name is BLARG, but you type BLaRG you will still join.

Commands can now be temporaly disabled with DisabledCommand annotation. Disabled connections, grantadmin, removeadmin, servermessage and thunder commands. Help also disabled for these commands by annotation

Added climate and weather MP admin panels. Many climate values can be now be ticked to override what's happening on the map. Values set by admin will override any values set by climate system, weather and mods. System also shows current weather information, and gives options to stop it.

Increased the distance zombies spawn in newly-seen rooms when the player is in the same building. This is to fix zombies spawning right in front of (or sometimes around) the player in the large open rooms in the Mall.

Renamed Metal Tube into Metal Pipe.

Removed Pipe (plastic one) from recipes/dropping table, and now use Metal Pipe instead.

Improved the appearance of crafting tooltips.

Frozen food no longer allowed as the primary ingredient in evolved recipes.

Can no longer use rotten bread slices when cooking level is less than 7.

Fixed deaf players being able to hear car radios, players with deaf trait can still read/hear TVs if facing them due to closed captions. In splitscreen, text displayed above a non-deaf player is visible to a deaf player.

Fixed "buffer overrun" error after sitting on the server-disconnect screen for a while.

Fixed bounding rectangle for character collisions being smaller than physics collisions for vehicles. Also Remade transfer areas vertically, and not parallel to the vehicle. Also also Changed the shift of areas. Now the hood and trunk area is shifted in parallel of vehicle. The areas of doors and tires shift vertical.

Fixed physicsDelay and physicsDelayServer transmitting incorrectly

Fixed Function UpdateLimit.Check incorrectly calculating delay time.

Fixed the game client periodically requesting a full update of the car for which the coordinates are transmitted from the server. This caused the car to twitch.

Fixed Van sliding around map even without brakes and tires

Fixed debug log message "VID=__ force=__" on server

Fixed vehicles that can be rammed to turn over and float above zombies

Fixed Admin can removing an item from a player's hand, but it not removing the item from the game character.

Fixed an Admin not being able to open bags in the players inventory from the admin inventory view screen

Fixed the character's appearance not updating when the admin removes clothing from the inventory.

Fixed IsoGridSquare.haveElectricity() sometimes returning true when it shouldn't. Previously the IsoGridSquare.haveElectricity variable didn't work correctly when two or more generators touched the same square.

Fixed calculation of food age/freezing/thawing when the player turns a generator on/off.

Fixed exception when zombie climbs through a window or over a fence and the chunk on the other side is unloaded.

Fixed gun sounds not being heard far enough away in multiplayer. (The radius is only set to 20 in FMOD. Setting 'distanceMax' in sounds.txt. Overrides the value in the .bank file. Mods will need to set this value as well.)

Fixed barricades not being removed when a window is destroyed by a sledgehammer.

Fixed players with Deaf trait hearing house alarms.

Fixed position of speed-controls in debug mode (which forces the clock to be visilble).

Fixed player not facing microwave or stove when checking its settings.

Fixed two bugs with spawning a random zombie in a barricaded bathroom.

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I'm playing the previous build (39.something) with a friend in multiplayer. Will we be able to upgrade to this new build and continue our playthrough or would we have to start over? If the savegame won't be compatible, how can we keep playing the old build and avoid updating to 40?

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I'm playing the previous build (39.something) with a friend in multiplayer. Will we be able to upgrade to this new build and continue our playthrough or would we have to start over? If the savegame won't be compatible, how can we keep playing the old build and avoid updating to 40?

Great news btw!

Should be OK to continue.

I'd backup your saves before switching over, just in case (copy and paste the saves dir to the desktop or zip it). If it doesn't work out, there should be a build 39 option under the Beta tab, so you can go back easily.

The only problem I'm currently aware of is bases with roofs might get weather in 'em until the new IsoRegion is generated. Turbo recommends building a wall nearby to trigger it.

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Hi
Excuse my english
With the update previous to the vehicles' version, in game performance improved greatly.
However, with the new version of the game (40) the performance has dropped until it becomes non-playable. The screen freezes every two seconds.
My pc is very low:
Processor Intel (R) Core (TM) i3-4160 CPU @ 3.60GHz, 3600Mhz
NVIDIA GeForce GT 610
8 GB